[HTML][HTML] Past, present, and future of customer engagement

WM Lim, T Rasul, S Kumar, M Ala - Journal of business research, 2022 - Elsevier
Customer engagement (CE) is a marketing concept that emerged after the new millennium.
Despite flourishing interest on CE among marketing academics and professionals, no …

Gamification and serious games: A literature meta-analysis and integrative model

G Baptista, T Oliveira - Computers in human behavior, 2019 - Elsevier
In recent years we have witnessed a growing number of companies and institutions
embedding game mechanics and game design techniques in all types of information …

[HTML][HTML] Re-examining post-acceptance model of information systems continuance: A revised theoretical model using MASEM approach

A Mishra, A Shukla, NP Rana, WL Currie… - International Journal of …, 2023 - Elsevier
This study extends the post-acceptance model of information systems (IS) continuance,
which is widely used to explain users' satisfaction and IS continuance intentions. The …

[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps

P Bitrián, I Buil, S Catalán - Journal of Business Research, 2021 - Elsevier
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …

Mobile food ordering apps: An empirical study of the factors affecting customer e-satisfaction and continued intention to reuse

AA Alalwan - International Journal of Information Management, 2020 - Elsevier
Mobile food ordering apps (MFOAs) have been widely considered in the restaurant sector as
innovative channels to reach customers and provide them with high-quality services …

A study of college students' intention to use metaverse technology for basketball learning based on UTAUT2

F Yang, L Ren, C Gu - Heliyon, 2022 - cell.com
Recent advancements in virtual reality technology have attracted increasing attention from
enterprises and scholars, and many new related products have been launched. Due to the …

The impact of gamification adoption intention on brand awareness and loyalty in tourism: The mediating effect of customer engagement

M Abou-Shouk, M Soliman - Journal of Destination Marketing & …, 2021 - Elsevier
Gamification has been used by tourism organisations for marketing purposes to reinforce
customer engagement and to achieve brand awareness and loyalty. The current study …

[HTML][HTML] Does gamification affect brand engagement and equity? A study in online brand communities

N Xi, J Hamari - Journal of Business Research, 2020 - Elsevier
Gamification has become a popular technique in marketing. Many companies believe that
gamification can potentially increase the engagement, awareness and loyalty of consumers …

[HTML][HTML] Setting the future of digital and social media marketing research: Perspectives and research propositions

YK Dwivedi, E Ismagilova, DL Hughes… - International journal of …, 2021 - Elsevier
The use of the internet and social media have changed consumer behavior and the ways in
which companies conduct their business. Social and digital marketing offers significant …

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

N Xi, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and
systems to engage and motivate users, as well as to spark further behaviors. A core …